﻿Shader "Custom/Star" {

	SubShader {
		
		Tags {
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
		}
		
		Blend SrcAlpha OneMinusSrcAlpha
		Cull off
		Lighting off
		ZWrite off
		
		pass {
		
			CGPROGRAM

				#pragma vertex vert
				#pragma fragment frag
				
				struct data {
					float4 vertex : POSITION;
					fixed4 color : COLOR;
				};
				
				data vert(data v) {
					v.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
					return v;
				}
				
				fixed4 frag(data f) : COLOR {
					return f.color;
				}
				
									
			ENDCG
		}
	
	}
}
